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(+1)

I really want this game to be extended! It was a thrill for a puzzle solver like me

aw thank you! I'm glad you enjoyed. I've been planning Fremda 2 for a while but haven't quite made time for a game jam yet

(+1)

Can I share some ideas I had?

Why not!

Deleted 15 days ago

CAUTION! DON'T READ IF YOU WANNA BE SPOILER-FREE!!!


TILE NAMES (IN FREMDANESE)

The one that looks like a pause sign - BALROUSSE

The three balls one - PULLAMNE

The infinity symbol - ALTIDER

The diagonal arrow - SINALLUS

The overgrown number 1 - NALKWER

LEVEL NAMES (FROM THIS FREMDA)

Level 1 - Triangle

Level 2 - Umbrella Hook

Level 3 - Out Of Reach

Level 4 - Cascade


NEW TILES

Two arrows in a direction - PASSELUS - Passes energy to the closest tile in this tile's direction

A mesh-like - ACCAPELLE - Copies the same mechanic as the tile whose energy gave tothis Accapelle

A saw-like thing - CATTER - Splits the enrgy it's given into half-energies, and passes them into the opposite axis


NEW MECAHNICS

Half-Energies - They're half an energy shot

Batteries - They're electric fields that happen when a loop between two tiles, presumably of same type and name, gets repeated two times. An electric field spawns between these two tiles, and both tiles stop using their power. When an energy shot passes through them, all tiles connected in this loop will play out their power.

Half-glowing tiles - They need half-energies for their power.

Tile destruction - Happens if a tile gets more energy than needed. It becomes a moveable wall if you think about it.


WORLDS

World 1 - FUNCTIONS - Balrousse, Pullamne, Altider, Walls.

World 2 - DISTRIBUTIONS - Sinallus, Nalkwer, Passelus, Accapelle.

World 3 - ENERGY - Catter, Half-Energies, Half-Glowing Tiles, Batteries, Tile Destrucion.


EXTRA NOTES

The new Fremda should be called "FREMDA: Stepping Stones", and pls put i on Steam plsplsplsplspls

The new Fremda should be set in a zen garden because why not

I'm gonna think of more new tiles and new machanics :)

(+1)

Very fun! I enjoyed how abstract the symbols are - they nudge you in the right direction, without being overly literal representations of the mechanics

(+2)

I really enjoyed this. I found the first level tricky to work out, but it was just the right level of challenge for me. Once I got it, the other levels were not quite so hard, but still enjoyable.

Impressive for a <48 hour job! I’d love to see the game developed more.

Thanks sunil! I have lots of ideas for improvement, I'd love to work on it more.